cf1bf1c6ae
Rolled the hashes used for glslang, SPIRV-Tools, and SPIRV-Headers to HEAD, which includes the update to 1.5. Added passing '--amb' to glslang, so I didn't have to explicitly set bindings in a large number of test shaders that currently don't, and now glslang considers them invalid. Marked all shaders that no longer pass spirv-val as .invalid.
51 lines
2.8 KiB
Plaintext
51 lines
2.8 KiB
Plaintext
static const uint3 gl_WorkGroupSize = uint3(1u, 1u, 1u);
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RWByteAddressBuffer _21 : register(u0);
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ByteAddressBuffer _26 : register(t1);
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void comp_main()
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{
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float2x2 _32 = float2x2(asfloat(_26.Load2(0)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load2(0)).y);
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_21.Store2(0, asuint(_32[0]));
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_21.Store2(8, asuint(_32[1]));
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float2x3 _41 = float2x3(asfloat(_26.Load3(16)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load2(0)).y);
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_21.Store3(16, asuint(_41[0]));
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_21.Store3(32, asuint(_41[1]));
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float2x4 _50 = float2x4(asfloat(_26.Load4(32)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load2(0)).y);
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_21.Store4(48, asuint(_50[0]));
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_21.Store4(64, asuint(_50[1]));
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float3x2 _58 = float3x2(asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).z);
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_21.Store2(80, asuint(_58[0]));
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_21.Store2(88, asuint(_58[1]));
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_21.Store2(96, asuint(_58[2]));
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float3x3 _66 = float3x3(asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).z);
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_21.Store3(112, asuint(_66[0]));
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_21.Store3(128, asuint(_66[1]));
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_21.Store3(144, asuint(_66[2]));
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float3x4 _74 = float3x4(asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).z);
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_21.Store4(160, asuint(_74[0]));
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_21.Store4(176, asuint(_74[1]));
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_21.Store4(192, asuint(_74[2]));
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float4x2 _82 = float4x2(asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).w);
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_21.Store2(208, asuint(_82[0]));
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_21.Store2(216, asuint(_82[1]));
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_21.Store2(224, asuint(_82[2]));
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_21.Store2(232, asuint(_82[3]));
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float4x3 _90 = float4x3(asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).w);
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_21.Store3(240, asuint(_90[0]));
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_21.Store3(256, asuint(_90[1]));
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_21.Store3(272, asuint(_90[2]));
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_21.Store3(288, asuint(_90[3]));
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float4x4 _98 = float4x4(asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).w);
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_21.Store4(304, asuint(_98[0]));
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_21.Store4(320, asuint(_98[1]));
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_21.Store4(336, asuint(_98[2]));
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_21.Store4(352, asuint(_98[3]));
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}
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[numthreads(1, 1, 1)]
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void main()
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{
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comp_main();
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}
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